/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Async/AbilityAsync_WaitAttributeChanged.h
Wait until the specified gameplay attribute is changed on a target ability system component It will keep listening as long as OnlyTriggerOnce = false If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitForAttributeChange instead.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(DefaultToSelf="TargetActor", BlueprintInternalUseOnly="TRUE")) static [UAbilityAsync_WaitAttributeChanged](API\Plugins\GameplayAbilities\Abilities\Async\UAbilityAsync_WaitAttributeChang-) * WaitForAttributeChanged ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool OnlyTriggerOnce )